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Hulemand
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Posted - 2005.08.22 13:22:00 -
[1]
I noticed that the ship setup thread does not have any fitting for this baby, so after flying one for a while I thought I'd post a setup:
Setup for both PvP and PvE Ship: Oneiros
Highslots: 4 Medium 'Solace' Remote Armor Repair
Medslots: 10mn Afterburner II, Medium Capacitor battery II, 2x cap recharge (named or tech II), trackling link II
Lowslots: Medium Armor Repair II, Small armor rep II, Armor explosive hardner, 2x cap power relay I.
You can skip the small armor rep II for extra cap, and get an extra cap recharger instade of the tracking link.
With logistic 5 and remote armor rep 4 I can keep all the remote reppers, the AB and the small armor repair going with about 25% cap left.
Remote armor reps got a range of 51km and repair for 1248 armor every 8 sec :)
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Hulemand
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2005.08.22 13:22:00 -
[2]
I noticed that the ship setup thread does not have any fitting for this baby, so after flying one for a while I thought I'd post a setup:
Setup for both PvP and PvE Ship: Oneiros
Highslots: 4 Medium 'Solace' Remote Armor Repair
Medslots: 10mn Afterburner II, Medium Capacitor battery II, 2x cap recharge (named or tech II), trackling link II
Lowslots: Medium Armor Repair II, Small armor rep II, Armor explosive hardner, 2x cap power relay I.
You can skip the small armor rep II for extra cap, and get an extra cap recharger instade of the tracking link.
With logistic 5 and remote armor rep 4 I can keep all the remote reppers, the AB and the small armor repair going with about 25% cap left.
Remote armor reps got a range of 51km and repair for 1248 armor every 8 sec :)
- Hulemand |

Kai Lae
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Posted - 2005.08.22 14:29:00 -
[3]
Edited by: Kai Lae on 22/08/2005 14:29:19 IMO do one or the other; doing both just reduces the effectiveness of either. Setups I use:
Repair
High: 2x 150mm II (for discouraging the intys), 2x medium solace reps Mid: 2x medium cap battery II, 3x cap recharger (F-b10 or better) Low: 800mm plate (don't have the skills for a II or I'd use one here) n-type explosive and thermal hardener, 1 med armor rep II.
6x warrior (II for extra oomph) for anti inty defense
Boost:
High: 2x 150mm II, 2x small solace Medium: 5x Tracking Link II Low: 1600mm rolled tungsten (or plate II), n-type thermal and kinetic, medium armor rep II
6x warrior
It would be more ideal in the first case to have more remote reps (and is possible w/ the grid) but IMO you need the defense against the crow/taranis that's trying to lock you down. In the second case it's really just sick. You can get 200km optimal ranges on the ship being boosted, the enemy can't even return fire at that range usually. The second thing you can do is get about a 50km range on megapulses on a gankageddon which can also be quite devastating. Still logistics are a bit underpowered IMO they could use another slot and cap in the 1500 range, but they're definately not useless.
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2005.08.22 14:29:00 -
[4]
Edited by: Kai Lae on 22/08/2005 14:29:19 IMO do one or the other; doing both just reduces the effectiveness of either. Setups I use:
Repair
High: 2x 150mm II (for discouraging the intys), 2x medium solace reps Mid: 2x medium cap battery II, 3x cap recharger (F-b10 or better) Low: 800mm plate (don't have the skills for a II or I'd use one here) n-type explosive and thermal hardener, 1 med armor rep II.
6x warrior (II for extra oomph) for anti inty defense
Boost:
High: 2x 150mm II, 2x small solace Medium: 5x Tracking Link II Low: 1600mm rolled tungsten (or plate II), n-type thermal and kinetic, medium armor rep II
6x warrior
It would be more ideal in the first case to have more remote reps (and is possible w/ the grid) but IMO you need the defense against the crow/taranis that's trying to lock you down. In the second case it's really just sick. You can get 200km optimal ranges on the ship being boosted, the enemy can't even return fire at that range usually. The second thing you can do is get about a 50km range on megapulses on a gankageddon which can also be quite devastating. Still logistics are a bit underpowered IMO they could use another slot and cap in the 1500 range, but they're definately not useless.
Raptor and Ares Fix |

jaketheuntaki
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Posted - 2005.10.28 13:45:00 -
[5]
I have just started to play with this beauty for L4 mission support. I have logistics and remote repair skill at L3 and climbing. The ship set up is pretty musch as described above ie: High: 3 x arup Medium remotes, 1 x 125mmT2 Mids: 1 x large cap battery 4 x cap rechargers Low: Medium T2 repairer, explosive hardener, 400 plate, 2x cap power relay I. and 6 baby drones. The range on the repairers was near 50km I generally sat back at 35 and nothing aggroed on me . Our first ever L4 mission was the extravaganza one. Only at one point did the Domi run into problems and that was when 3 BS were pounding on it. My cap was almost empty and the single continuous remote and bursts from the other two was not enough to keep up with the hull damage. I guess with more logistic training itÆll be possible to run more repairers continuously, but for our first L4 mission it was a nice surprise not to have to warp out at any point. This is just the kind of ship that there should be more encouragement to use but I agree with the above statements, take this to an PVP fight and im a dead man !
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jaketheuntaki
Gallente
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Posted - 2005.10.28 13:45:00 -
[6]
I have just started to play with this beauty for L4 mission support. I have logistics and remote repair skill at L3 and climbing. The ship set up is pretty musch as described above ie: High: 3 x arup Medium remotes, 1 x 125mmT2 Mids: 1 x large cap battery 4 x cap rechargers Low: Medium T2 repairer, explosive hardener, 400 plate, 2x cap power relay I. and 6 baby drones. The range on the repairers was near 50km I generally sat back at 35 and nothing aggroed on me . Our first ever L4 mission was the extravaganza one. Only at one point did the Domi run into problems and that was when 3 BS were pounding on it. My cap was almost empty and the single continuous remote and bursts from the other two was not enough to keep up with the hull damage. I guess with more logistic training itÆll be possible to run more repairers continuously, but for our first L4 mission it was a nice surprise not to have to warp out at any point. This is just the kind of ship that there should be more encouragement to use but I agree with the above statements, take this to an PVP fight and im a dead man !
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LWMaverick
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Posted - 2006.01.09 12:53:00 -
[7]
Sry if i seem like a necromancer..
But can anyone do the math on what is best - Cap wise... Cause i see that either people are using Medium Cap batteries or large ones + Cap rechargers..
Just bought Myself one, and atm im running with the following:
2x Centum-a type Remote Med reps 2x t2 125mm Rails
1x T2 AB 1x Large Named(480cap)Cap Battery 3x FB10 (putting Eutetics/t2 on soon)
1x T2 Medium Armor Rep 1x N-Type Thermal Hardener 2x CPR
Got logistic lvl 3 atm.. Training lvl 4 (on proberbly all the way to lvl 5) With both Reps running and AB + Hardener, the cap runs low after a few min... But i guess that gets a bit better when it reaches lvl 4 (15% less cap usage for the Reps).
/Mav
With great power, comes great responsibility. |

Jinx Jethro
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Posted - 2006.01.09 13:01:00 -
[8]
Personally I don't fly 'em, but I am wondering how much use one or two rails will be against something attacking you.
You fly a support cruiser, hence you have support to take care of things attacking you. And with reppers in the high instead of rails, you'll be way more efficient in your role.
Could be wrong though. _____ jinx (j1ngks)
1. A person or thing that is believed to bring bad luck 2. A condition or period of bad luck that appears to have been caused by a specific person or thing |

LWMaverick
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Posted - 2006.01.09 13:06:00 -
[9]
Originally by: Jinx Jethro Personally I don't fly 'em, but I am wondering how much use one or two rails will be against something attacking you.
You fly a support cruiser, hence you have support to take care of things attacking you. And with reppers in the high instead of rails, you'll be way more efficient in your role.
Could be wrong though.
The 2 Rails are both empty-slot fillers, and to take out scrambling frigs if they somehow gets close.. nothing else.. If i get my logistic skills very high, i might be able to put another Remote med rep onto it instead..
With great power, comes great responsibility. |

LWMaverick
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Posted - 2006.01.09 13:32:00 -
[10]
Just did the math.. im reparing 2x377 = 754hp Every 6.4 sec.(Thats almost 1200hp every 10 sec. and 117,8hp/s) With a range of 61km.
But...
What would be the most optimal cap Config/setting?
/Mav
With great power, comes great responsibility. |

Elarra
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Posted - 2006.01.30 21:27:00 -
[11]
Fit High - 4x Corpum A-type Med - 5x Cap recharger T2 Low - 4x Cap relay.
This is for Lvl 4 support or them pesky 10/10 complex's I can hold all 4 reps going constantly, if you time it right. Thats like 1-2 (2second pause) 3 (2second pause) and then 4th. It usually works. And if you get low on cap switch one off... just make sure your allighned to something safe, Even going at 0.003m/s youll warp out instantly. and with that big a range on the reps youll rarelly loose the one you are repairing. And if you do your not paying attention hehe _____________________________________________
Obelisk Renting service. 200K per jump (0.5+)
Contact Elarra - Sven Oshforstishtun or join "coalescence chat" |

Ikarushka
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Posted - 2006.02.02 08:47:00 -
[12]
Well, I see no reason for tank. It's pointless in PvP because Logistics is going to get popped first. In PvE logistics shouldn't be taking damage... there is no point in remote repair if you are the one taking damage. I also don't think that you shoul dhave guns on it. The ship has bonus for repairs and you might as well fit 4 on it.
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YoYonis
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Posted - 2006.02.06 18:46:00 -
[13]
I use guns on mine to take out the frigs that close fast or get to close. Also have drones for that reason.
I can run 2rep that equal 1+ large rep all the time. So works great with an already Bad arse tanking ship. "PPL building it's way to greatness one ship at a time."
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BigJim Beef
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Posted - 2006.02.06 19:44:00 -
[14]
Originally by: LWMaverick What would be the most optimal cap Config/setting?
I don't fly an Oneros, but i do fly a scimitar which is similar (esp in layout, just optimized for shield transfer). It will vastly depend on your cap skills, and logistics skills as to what is best. For me, when i only had logistics lvl 3, i needed 2 PDU, 2 CPR, a med cap bat II and 2 cap rechargers to maintain 4 med shield transporter IIs. With logistics 4, i can go with 3 PDU and one CPR.
The formula you need is to divide the total cap by the recharge time, then multiply by 2.4. That will give you peak cap/second recharge (at around 33% cap iirc). Next you need to work out how much cap you need, so divide your remote rep's activation cost by cycle time, then multiply by number of reps fitted.
You'll need to experiment with different configurations; for instance i was using a large peroxide battery, but i needed to replace some of the PDUs with an RCU, so my recharge suffered. Also, with the med T2 i have more power to play with, as needed by the T2 transfers, plus it lets me fit a med shield extender.
Hope that helps some 
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Silmo Kazadrex
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Posted - 2006.02.16 00:34:00 -
[15]
I run support for lev 4's I don't do PvP (cant afford it) High 3*Solace medium remote reppers 1*Centum-A Type remote repper
Mid 1*named large cap bat 1*Medium T2 cap bat 1*cap rechare T2 2*Shadow Serp TL's
Low 3*Cap Power relay (I think, the one with the 20% bonus to cap recharge and less shield) 1*PDU T2
Drone bay 3* Light Armour Rep Drones
I have logistics to 4 and Remote Armour Rep to 5 and the implant that gives 3% less cap use on remote reppers This gives me 205 armour/sec repped not including the drones (Wish you could see your drone stats with your skills added) I run at about 30% cap with all 4 reppers and both TL's running and can run forever. Range is 51km for the Solaces and 61km for the centium. About 56km for the TL's. I have only ever lost one pilot ever but that was because of lagg problems (Also I was just in the onerios for the first time and had no idea wat it could do). Only time when I have problems is when HAC pilots pull extra aggro because of flying into another groups range When they have taken their eye off the ball for a moment. And the only real problem is getting them back into rep range before they take too much of a pounding. I hardly ever have to let the drones out (only when the HAC's get a little fiesty). My Corp mates love me and as a thank you they went and bought me a Eos. Trouble is I dont know if they will ever let me out of the Onerios to fly it.........
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Halapino
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Posted - 2006.02.18 05:59:00 -
[16]
I don't have one yet, but I'd like to.
If cap is a problem, why not have a NOS and if no enemy is nearby, target and nos a drone? Rep drones have like 200bil cap available to nos. I just think that as a support ship your fleet should be swatting the fly's off of you. Repairing +1000 armor every few seconds is invaluable since in almost all fleet battles I've been in, with no such support ship, a battleship gets called as primary and is gone in a matter of seconds.
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Ikarushka
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Posted - 2006.04.01 10:50:00 -
[17]
Originally by: Halapino I don't have one yet, but I'd like to.
If cap is a problem, why not have a NOS and if no enemy is nearby, target and nos a drone? Rep drones have like 200bil cap available to nos. I just think that as a support ship your fleet should be swatting the fly's off of you. Repairing +1000 armor every few seconds is invaluable since in almost all fleet battles I've been in, with no such support ship, a battleship gets called as primary and is gone in a matter of seconds.
The only problem is logistics is called primary first, and since it's a crueser it pops fast even with tank
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Teles666
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Posted - 2006.04.01 11:02:00 -
[18]
Logistics should have no turret high points, no nos ability, no nothing.
Give it crap all grid but big bonuses to using repairers so it can still fit them.
Give it 99% resists across the board, small sig radius and big shields.
There - call it primary if you like but your going to be there a long time.
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Kayl Breinhar
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Posted - 2006.04.01 11:19:00 -
[19]
Edited by: Kayl Breinhar on 01/04/2006 11:21:37
Originally by: Teles666 Logistics should have no turret high points, no nos ability, no nothing.
Give it crap all grid but big bonuses to using repairers so it can still fit them.
Give it 99% resists across the board, small sig radius and big shields.
There - call it primary if you like but your going to be there a long time.
EVE should at least operate under the auspices of a true Naval logic - even the non-combat ships should have SOME way to defend themselves from threats.
...the only exceptions obviously being the freighters/transport ships, which are tantamount to the Merchant Marine.
Also, even though I can smell the sarcasm - if you gave them super-resists, every gatecamper would have one at their camp on an alt, and they'd be "I win" buttons for complexes.
Command ships can already be made into VERY nice tanks.
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GOLDEN LAMB
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Posted - 2006.04.01 11:57:00 -
[20]
Well, fly a Log myself and really like it, but, yes i agree, there need to be some changes. With the shield and armor repping drones you could do their job with a BS at the same range plus you have guns and real defence. Faster to train for and not even so much more cash if you take the Log skill into account. Phoon with big drone bay is just around 70m.
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laseraces
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Posted - 2006.05.14 23:50:00 -
[21]
ive been flyin my ony since before RMR came out and i must say that i do miss one thing...used to be that you could fit a dampner on it and get the trackin link bonus, was extreamly useful as an antisniper platform (214km optimal with muons)
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Amerame
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Posted - 2006.05.15 00:33:00 -
[22]
Just reprocess them. I did try to find a utility for them, but let's face it there is none, neither in PvE or PvP. Logistic should really be given another boost, it's still by far the most underused ship type in the game.
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Rhapsody Starbringer
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Posted - 2006.05.17 10:38:00 -
[23]
I use my logistics ship as support for lvl4's.
My current setup is:
Hi: 1 x large solace 1 x small solace 2 x 150 t2 rails (with anti matter)
Med: 1 x shadow serp tracking link 1 x named med cap booster 3 x f-b10 cap rechargers
Low: 1 x med accomodation repper (tried to fit t2 but it just won't go...) 1 x internal force field array 2 x cap relay
I have logistics to 4 and remote armor repair to 5 and can run large armor rep / TL / guns forever at about 50%. Cap starts to struggle when i switch on small as well but i reckon it can still hold at about 30% cap - the cap booster seems to be there for show as I have never had to use it yet but i'm still not entirely confident enough to take it off.
Used to have 2 x med solace until my ceo read on the forum that you can fit large. I use the large to keep the battleship running and the small as a small boost for bs or to rep drones/support frigs/cruisers when they occaisionally take damage. The large has range of 76km and repairs 624 every 6.4 secs, and the small gives an additional 156 but with a range of 35km. I also have 3 small armor rep drones for when the going gets really tough.
I'm thinking of training to logistics 5 and dropping a cap recharger for a webber. The rails are used to help take out scrambling frigs and a webber would really help matters in this department.
On the whole this setup works really well and i've got an apoc through some *really* tough times. As the bs is the tank i hardly ever take damage.
One thing I would really like is centum a-type reppers but where the hell do you get them from?? I've never even seen one on sale so I don't even know what the prices would be. Any help with this?
* StaR *
An Angel who did not so much Fall as Saunter Vaguely Downwards... |

Alex Harumichi
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Posted - 2006.05.17 11:21:00 -
[24]
Originally by: Ikarushka
The only problem is logistics is called primary first, and since it's a crueser it pops fast even with tank
Well, depends. What people often forget is that the thing only has the sigrad of a destroyer. That, combined with the good resists and a 800/1600mm plate + some hardening makes it nontrivial to pop before it can warp out. Sure, in a large fleet battle anything goes boom in seconds, but for smaller ops... not necessarily.
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Spinos
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Posted - 2006.05.17 11:23:00 -
[25]
Originally by: Ikarushka The only problem is logistics is called primary first, and since it's a crueser it pops fast even with tank
Greatest EVE myth ever.
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Sniper FC
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Posted - 2006.05.26 13:00:00 -
[26]
PVE support,
ok guys think about it ur setups are making misstakes
first if ur doing a mission and need a support, the support will not be attacked and if it is it will need to warp out as i wont tank a lvl4 long enough to kill all of it, this is my setup:
high,
Sol mediums rep's
mids
3 T2 remote tracking (dont know about stacking on on remotes) 1 large cap batt 1 medium Cap batt
lows all 20% cap chargers
I do caldari missions in my mega with this as support
I have logisitcs lvl4, remote armour lvl4 and sessor link lvl4
all going to lvl5
this setup gives about (not exact as im at work and can't check) 1208 cap and that recharges in 47 seconds
The native res of this ship give u more then enough time to get out if ur targeted, ur only following a bs so u dont need speed, once I have my skills up to lvl5 all over, I should beable to heavy nos it from my mega and its cap keep up :) ----------------------------------------------- Want to join a fun corp that do most things in eve Join "suicidal" channel and have a chat |

LWMaverick
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Posted - 2006.05.26 13:09:00 -
[27]
Originally by: Spinos
Originally by: Ikarushka The only problem is logistics is called primary first, and since it's a crueser it pops fast even with tank
Greatest EVE myth ever.
no
Spirits in the night! ALLLLL NIGHT!!! |

Juwi Kotch
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Posted - 2006.06.09 15:53:00 -
[28]
Hmmm... just wondering...
Did someone ever compare the Oneiros to the Ishkur? Both have roughly the same price tag...
Ishkur has better resistances, but the Oneiros' resistances are not bad either. Ishkur can use up to 5 drones, the Oneiros only up to 3. The Ishkur is a bit faster, but again the Oneiros is quite fast for a cruiser class ship as well. The signature radius of the Ishkur is its only really signigicant advantage imo, Oneiros appears to be more then double the size, but again, I believe it is the cruiser with the smallest sig radius I have seen so far.
Both have 4 high slots, while the Oneiros can fit only two of them with guns, but those can be cruiser class guns, and 2 of them will dish out more damage then 3 frigate guns. The Oneiros has much more shield/armor/structure, and it has one more low and even two more medslots, together with enough cap/grid to use them.
What do you mean, could the Oneiros act as a beefed up assault frigate?
Juwi Kotch
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Ting Tong
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Posted - 2006.06.09 19:11:00 -
[29]
Hmm, I love the Scimitar.
With my skills, I can currently fit 3 Large shield transfers, 2 tacking links or Remote ECCM plus a Remote Sensor Booster. Fitted with a Med cap Injector and all other slots dedicated to cap re-charge, I can maintain my cap for a very long time with all three running.
If I train Logistics to L5, I cna fit a fourth Large Shield transfer, but would have limited cap.......
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Quantum Polagnus
Caldari Flying Spaghetti Monsterz Serenus Letum
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Posted - 2007.02.06 03:50:00 -
[30]
I've been enjoying my Oneiros for a while, now, for lvl 4 mission support. The main idea I've setup mine towards is 1) CAP! and 2) be able to get away as fast as possible, if need be. I just need to get Logistics to lvl 5 for my setup to work:
Highs: 4x Centum A-Type Medium Remote Armor Repair System
Meds: 1x 10MN AB II (I'd replace it with a Gistum A-Type 10MN AB if I could find one) 2x Cap Recharger I 2x Medium Capacitor Battery II
Lows: 3x Local Hull Inertial Stabilizer I 1x Power Diagnostic System I (swap out for a Reactor Control Unit I if using the Gistum AB)
Rigs: 1x Capacitor Control Circuit I 1x Ancillary Current Router I
With this setup, I'll be able to repair 1,508 armor every 8 seconds - the equivalent of 3.5 Large Armor Repairer II's. I can already speed tank most anything (other than frigates, for which I have 3x Hobgoblin II) in lvl 4 missions and warp in about 2 to 3 seconds if things start getting rough.
The only problem is that I current can't run all 4 Centum A-types at once, so I've dropped the 4th and replaced the pdu with a Cap Power Relay. The high-slot I've filled with a Tractor Beam or a Salvager, whichever one I feel is needed most for the situation.
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